62 lines
2.0 KiB
C#
62 lines
2.0 KiB
C#
using Content.Shared.MouseRotator;
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using Robust.Client.Graphics;
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using Robust.Client.Input;
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using Robust.Client.Player;
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using Robust.Shared.Map;
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using Robust.Shared.Timing;
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namespace Content.Client.MouseRotator;
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/// <inheritdoc/>
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public sealed class MouseRotatorSystem : SharedMouseRotatorSystem
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{
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[Dependency] private readonly IInputManager _input = default!;
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IEyeManager _eye = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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if (!_timing.IsFirstTimePredicted || !_input.MouseScreenPosition.IsValid)
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return;
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var player = _player.LocalPlayer?.ControlledEntity;
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if (player == null || !TryComp<MouseRotatorComponent>(player, out var rotator))
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return;
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var xform = Transform(player.Value);
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// Get mouse loc and convert to angle based on player location
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var coords = _input.MouseScreenPosition;
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var mapPos = _eye.PixelToMap(coords);
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if (mapPos.MapId == MapId.Nullspace)
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return;
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var angle = (mapPos.Position - xform.MapPosition.Position).ToWorldAngle();
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var curRot = _transform.GetWorldRotation(xform);
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// Don't raise event if mouse ~hasn't moved (or if too close to goal rotation already)
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var diff = Angle.ShortestDistance(angle, curRot);
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if (Math.Abs(diff.Theta) < rotator.AngleTolerance.Theta)
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return;
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if (rotator.GoalRotation != null)
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{
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var goalDiff = Angle.ShortestDistance(angle, rotator.GoalRotation.Value);
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if (Math.Abs(goalDiff.Theta) < rotator.AngleTolerance.Theta)
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return;
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}
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RaisePredictiveEvent(new RequestMouseRotatorRotationEvent
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{
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Rotation = angle
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});
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}
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}
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